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New Mod https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=2978 |
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Author: | cptvengeance [ Mon May 14, 2007 6:15 am ] |
Post subject: | New Mod |
This isnt serverside, its for bf1942, its a new mod. Ok, this is going to be really hard for me to explain but i will try my best. First I made a new mod using the mod making tool in the BFMDT (mod developement toolkit). Second i added in custom textures, objects, etc. Now, all the new objects work, but objects that were from the bf1942 original game that i retextured still show up as how they normally are. For example, i made the K98 wooden parts look more metal, but it still looks wooden. So, i guess my main question is. How do i get the game to show my new textures instead of the old ones. This probably made no sense at all, so if anyone knows a good tutorial for making a new full mod that would help me a lot. |
Author: | Zaitsef [ Mon May 14, 2007 3:35 pm ] |
Post subject: | |
check the path in rs file looking at dc they used a new folder named "DesertCombat" that holds their tex. because of the rfa setup , the game loads first bf1942 , then the included mods, adding subfolders into the structure. i believe it cannot rerplace texture.rfa contents , see the 001 problem we encountered. this is all i can tell u without looking at the files. sry |
Author: | cptvengeance [ Mon May 14, 2007 4:49 pm ] |
Post subject: | |
Author: | Zaitsef [ Mon May 14, 2007 6:11 pm ] |
Post subject: | |
go into ur new mods texture folder (unpacked) and create a subfolder for ur new textures, then link the rs files to it. example: original .rs file content (Standardmesh Folder) -------- subshader "BAR1918_Base_m1_Material0" "StandardMesh/Default" { lighting true; lightingSpecular true; materialDiffuse 1 1 1; materialSpecular 0.12549 0.12549 0.12549; materialSpecularPower 12.5; envmap true; texture "texture/Bar1918_02_o"; new subfolder linked in rs. standardmesh files ------------------- subshader "BAR1918_Base_m1_Material0" "StandardMesh/Default" { lighting true; lightingSpecular true; materialDiffuse 1 1 1; materialSpecular 0.12549 0.12549 0.12549; materialSpecularPower 12.5; envmap true; texture "texture/URMOD/Bar1918_02_o"; |
Author: | cptvengeance [ Tue May 15, 2007 4:06 am ] |
Post subject: | |
Well i fixed the problem. In my maps menu/init.con the line game.setMapId "BF1942" appeared, so i changed it to game.setMapId "my_mod" Thanks Zaitsef for trying to help me. |
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